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94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "movieobjects/dmesound.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "movieobjects_interfaces.h"
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#include "tier2/tier2.h"
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#include "filesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeSound, CDmeSound );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeSound::OnConstruction()
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{
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m_SoundName.Init( this, "soundname" );
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m_GameSoundName.Init( this, "gameSoundName" );
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}
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void CDmeSound::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// For sounds that are relative paths (instead of GameSound names), get full path
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//-----------------------------------------------------------------------------
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bool CDmeSound::ComputeSoundFullPath( char *pBuf, int nBufLen )
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{
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if ( !m_SoundName[0] )
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{
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pBuf[0] = 0;
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return false;
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}
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// Compute the full path of the sound
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char pRelativePath[MAX_PATH];
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Q_snprintf( pRelativePath, sizeof(pRelativePath), "sound\\%s", m_SoundName.Get() );
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return g_pFullFileSystem->RelativePathToFullPath( pRelativePath, "GAME", pBuf, nBufLen ) != NULL;
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}
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeGameSound, CDmeGameSound );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeGameSound::OnConstruction()
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{
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m_Volume .Init( this, "volume" );
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m_Level .Init( this, "level" );
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m_Pitch .Init( this, "pitch" );
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m_IsStatic .Init( this, "static" );
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m_Channel .Init( this, "channel" );
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m_Flags .Init( this, "flags" );
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// m_Source .Init( this, "source" );
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// m_FollowSource.Init( this, "followsource" );
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m_Origin .Init( this, "origin" );
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m_Direction .Init( this, "direction" );
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}
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void CDmeGameSound::OnDestruction()
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{
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}
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CDmElement *CDmeGameSound::FindOrAddPhonemeExtractionSettings()
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{
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if ( HasAttribute( "PhonemeExtractionSettings" ) )
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return GetValueElement< CDmElement >( "PhonemeExtractionSettings" );
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CDmElement *settings = CreateElement< CDmElement >( "PhonemeExtractionSettings", GetFileId() );
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if ( !settings )
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return NULL;
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SetValue( "PhonemeExtractionSettings", settings );
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return settings;
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}
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